Lost Magic Walkthrough :

This walkthrough for Lost Magic [Nintendo DS] has been posted at 03 Jun 2010 by deoprkr and is called "Wifi Dueling FAQ". If walkthrough is usable don't forgot thumbs up deoprkr and share this with your freinds. And most important we have 4 other walkthroughs for Lost Magic, read them all!

Walkthrough - Wifi Dueling FAQ

+------------------------------+
|Lost Magic Dueling FAQ |
| |
|by Owen Cox (aka Dragon_Blast)|
| Copyright 2006 Owen Cox |
+------------------------------+
Intro:
This is a faq about Lost Magic Wifi dueling. I will not go into each and every
spell in detail, because it's already been done; check out Java86's faq for
that. This will be about strategies, and the best spells and what to do against
the best spells. There is also a section on spell dueling, a special style of
dueling occasionally practiced.
~~
Version History:
1.0
The faq is up and running, with everything in some state of completion.
1.1
I've got more studd strategies up, both from Bma. I've added Gale Arrows and
Peace Song to the spell list, and added a techniques section. I've also gone
over spelling and grammar. My intro was horrible, spelling wise. >_> Lastly,
I've added the glitch I forgot and added Contact and thanks stuff.
I've also added two additions by Bma and one by hurrikaighnkev, both under
normal dueling.
1.2
Fixed a spelling error, and added a few more teams. This will probably be the
last update...
~~
+---------------------------------------+
| Table of Contents |
+---------------------------------------+
|1. Normal Dueling [nduel]|
| -a. Useful Spells and Counters [nspel]|
| -b. Team Setup [nteam]|
| -c. Strategies [nstrt]|
| -Techniques [ntech]|
| -d. Stage Considerations [nstge]|
| |
|2. Spell Dueling [mduel]|
| -a. Useful Spells and Counters [mspel]|
| -b. Strategies [mstrt]|
| -c. Stage Considerations [mstge]|
| |
|3. The Glitches [gltch]|
| |
|4. Legal Stuff and Thanks [legal]|
| |
|5. Contacting Me [cntct]|
+---------------------------------------+
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
_________________________
\ \
\ Normal Dueling [nduel] \
\________________________\
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
This is the plain and simple dueling, at its most common form. Everything
goes here, with the exception of the glitch (see its appropriate section
for details).
+---------------------------------------+
| |
| +-----------------------------------+ |
| |Useful Spells and Counters [nspel] | |
| +-----------------------------------+ |
| |
+---------------------------------------+
List (in order):
High Bless
Dark Bless
Dragons and Gods
Gale Arrows
Pure Terror
Peace Song
Swamp Abyss
Sleep Storm
Area Spells
Earth King
Falling Sky/ Death Bullet
Dances
Ice King
Bubbles
Invisibility
+------------------ High Bless (Light 3*3) ------------------+
|
|
| Grants allied units boosts in every stat in a circular area. Needless to
| say, this is a dangerous spell. It is also of note that this spell raises
| Magic Attack. To my knowledge, it is the only spell that raises that stat.
|
++-Counters
| High bless counters itself. However, it is highly suggested you retreat out
| of the enemy units attack range within the area of effect unless you already
| have the spell underway. The massive advantage the enemy gained will allow
| the units to tear through yours in the meantime. Dark Bless (see below)
| can be used as well, but it still leaves the enemy with a slight advantage.
O---------------------------------------------------+
+------------------{ Dark Bless (Dark 3*3) }------------------+
|
|
| Lowers all of the enemies stats within a circular area of effect. Like High
| Bless, it puts you at a large disadvantage in combat. This is also good at
| slowing rushes, because it slows enemies down and makes them easier to kill
| as you run or set up defenses, resulting in heavier damage to the enemy from
| a failed rush. Just make sure you have a little mp left for a wall.
|
+--------+
|Counters|
++-------+
|
| High Bless is the suggested counter, with a retreat in the meantime. A
| Dark Bless works, but that puts you at even with the enemy while High
| Bless gives you a slight advantage. The lowered Magic Defense also gives
| your enemy a good chance to kill your monsters with offensive spells.
|
O---------------------------------------------------+
+------------------{ Dragons and Gods (see below) }------------------+
|
|
| Long range and strong for that, the dragons and gods are a nice way to pick
| of units with low HP and/or magic defense. Their effectiveness is increased
| as the enemies get closer to your mage and to each other; the dragons and
| gods bounce around units like a chain lightning spell.
|
+--------+
|Counters|
++-------+
|
| Light 2 + 2 works well, because it heals and boosts magic defense. If you
| want extra defense or an alternative, earth 2 + (element of most
| potentially harmful dragon/god) 2 to raise unit elemental resistance.
|
+-----------+
|How to cast|
++-------+--+
|Dragons|
+-------+
|
| Fire 3 + rune of desired element. Naturally, the higher level the rune,
| the more powerful and long lasting the dragon.
|
+----+
|Gods|
+----+
|
+----------------------------------------+
| Sky God: fire 1 + light 1 + wind 3 |
+----------------------------------------+
| Ice God: light 1 + wind 1 + water 3 |
+----------------------------------------+
| Dark God: wind 1 + water 1 + dark 3 |
+----------------------------------------+
| Stone God: water 1 + dark 1 + earth 3 |
+----------------------------------------+
| Blaze God: dark 1 + earth 1 + fire 3 |
+----------------------------------------+
| Flash God: earth 1 + fire 1 + light 3 |
+----------------------------------------+
|
| So, this isn't the easiest set to remember. There is a trick, however;
| that's why I chose the order as a I did. Remember two of them with no runes
| of the same element. With that, you can order their rune elements in the
| following loop:
|
| fire - light - wind - water - dark - earth (from using sky and Stone god)
|
| Choose the element of your god, move back two elements (remember, it's a
| loop), and go from left to right: level 1 + level 1 + level 3. It's a lot
| easier than remembering all of the combinations.
O---------------------------------------------------+
+------------------{ Gale Arrows (wind 3 + 2) }------------------+
|
| Long range and powerful, Gale arrows is a nice way to do some serious
| damage. Just highlight as many enemy units as possible and fire; if the
| enemies are in a cluster it does more damage, but it doesn't matter to the
| same extent of the Dragon spells. Also note that Wind 3 + wind 1 is much
| weaker, so avoid that unless finishing off a unit from afar.
|
+--------+
|Counters|
++-------+
|
| Earth 2 + wind 2 or Light 2 + 2 work well, as usual. You can also move
| your units out of the way, but it could interrupt spellcasting.
O---------------------------------------------------+
+------------------{ Pure Terror (water 3 + light 2) }------------------+
|
| Causes enemy units in target area to be inflicted with fear. Means that
| they will not attack or listen to orders, but instead stand still and move
| away from close enemies. It does not have a 100% chance of working on every
| unit, especially light units (they have particular resistance due to
| element). This is useful to counter rushes, though it should not be relied
| on heavily because of the less than perfect success rate.
|
+--------+
|Counters|
++-------+
|
| This is one of the harder spells to counter; the only way to undo the effect
| before it's time-up is to berserk your monsters. Fire 1 + 2 + 3 berserks
| everything from anywhere, so it's good if you have the mp. If you're close
| enough, the reverse (fire 3 + 2 + 1) does the same thing in an area of units
|
| After that, you can heal your monsters with light 1 + wind 2/3, or let them
| wreak havoc with their doubled attack power on the opponent.
O---------------------------------------------------+
+------------------{ Peace Song (Dark 3 + Earth 1/2/3) }------------------+
|
| Renders units unable to attack. Earth monsters are less likely to be affected
| by it than others. Watch out for the pacify glitch, see the glitch section.
|
+--------+
|Counters|
++-------+
|
| Light 1 + dark 3, but be wary not to use the buff-up glitch.
|
| If your units become glitched from Peace SOng (they'll stop moving and
| attacking), then use light 1 + wind 3.
O---------------------------------------------------+
+------------------{ Swamp Abyss (water 3 + earth 3) }------------------+
|
|
| Creates a circular field of effect where ground enemy units cannot move.
| This totally stops the advance of an all ground army, which is why it is
| suggested you get a decent flier portion of your team. The unmovable units
| are very vulnerable bacause 1. You can cast strong concentrated spells
| (death bullet, Falling sky, earth 3 duo runes) on them. 2. Swarm the units
| more individually and less group wise; it means you're up against less at
| a time. This spell is very effective against ground based rushes.
|
+--------+
|Counters|
++-------+
|
| If you only want Isaac out of the trap, a simple wind 3 teleport does the
| trick. However, getting your other ground units out is much harder. You
| can use Gather (wind 1 + 2 + 3) when Isaac is away from it. In Goldsand,
| units can escape from the sand movement. Other than those there is no way
| I know of escaping.
O---------------------------------------------------+
+------------------{ Sleep Storm (wind 1 + light 1/2/3) }------------------+
|
|
| Creates gas clouds that can charm ANY unit that touches them. They are good
| as a low-mana quick way to slow enemy attacks, but quick enemies and lucky
| units still get through. This isn't helped by the best counter, but if the
| mage is far away there is nothing they can do to uncharm the units.
|
+--------+
|Counters|
++-------+
|
| light 1 + wind 1/2/3, wind 1 for a single unit, wind 2 for a group, and
| wind 3 for a speed boost extra. The speed boost will help a rush, if that
| is the intended plan.
O---------------------------------------------------+
+------------------{ Area Spells (see below) }------------------+
|
|
| These spells are very limited in usefulness, though if the enemy team is
| unbalanced or susceptible to these or your team is advantaged by them,
| they can be of use. Beware their long casting times.
|
| Flood: water 3 + 2 + 1
| Frozen Time: water 3*3
| Clipwings: light 2 + fire 2 + wind 2 -{flying only; short casting time}-
| Insane rock: light 3 + water 2 + earth 1 -{ground only}-
|
+--------+
|Counters|
++-------+
|
| Light 2 * 2, or earth 2 + (element of spell) 2
+---------------------------------------------------O
+------{ Earth King, walls (Earth 1 * 3, earth 1 duo and single rune) }------+
|
|
| The easiest, quickest, most effective way to stop a rush. Earth king is most
| effective, but beware of dividers; they can attack through the wall with
| their incredible attack range. Being the easiest to put up, they are also the
| easiest to take down with a spell.
|
+--------+
|Counters|
++-------+
|
| light 1 + earth 1/2/3 depending on range. Wind 3 + light 3 works as well,
| but it only gains a slight range advantage over light 1 + earth 3, costs
| more mp, and doesn't heal your units.
O---------------------------------------------------+
(Spells below are also useful in mage duels [lblA])
+----------------{ Falling Sky (water 2 + dark 2 + earth 2) }---------------+
|
|
| Deals heavy rock damage, with considerably lower charge up time than the
| other spells of its damage. It is good for killing the mage (when without
| M. Defense boost) and powerful against normal creatures too. If you come
| across an earth group, Death Bullet (wind 3 + dark 2 + fire 1) is the fire
| element alternative, though it takes longer to start.
|
+--------+
|Counters|
++-------+
|
| Light 2 + 2 works best. This is very powerful, so beware.
O---------------------------------------------------+
+----------------{ Dances (see below) }---------------+
|
| Makes Isaac attack rush up to an opponent and attack with his wand,
| creating a rather comedic effect. Isaac gains an aura and cannot be
| damaged while the spell is in effect. The attacks last until the opponent
| is dead, Isaac can no longer reach his target, or after a long while. I
| have only reached the timed end of it when I was mage dueling and my
| opponent and I both danced at the same time. We were synchronized;
| 'twas quite hilarious. The rune combination works as follows:
|
| Rune 1: one of the lost magic runes (lv3 ones, specifically)
| Rune 2: the third rune of the opposing element of rune 1
| Rune 3: rune 1, again.
| There is one dance per element, but the damage is physical so all that
| matters element wise is the mana consumption of the runes.
+--------+
|Counters|
++-------+
|
| Basically, just restrict the mage in some way. Draw a wall between him
| and his target, put him to sleep, freeze him (Ice lord works well), bubble
| him, anything to stop him. An interesting note is that you can sometimes
| escape by just walking away from it.
O---------------------------------------------------+
+----------------{ Ice king (water 1*3) }---------------+
|
|
| Shoots 3 ice shards ahead, in three directions. The bigges use
| of this is its 100% freeze rate. You can use it on a mage, or immobilize
| a unit or two (though it is easily healed). Works well when the mage is
| near, such as in a rush with few units. The main application is
| in mage dueling.
|
+--------+
|Counters|
++-------+
|
| Light 1 + fire 1/2/3 fixes everything A-okay. That's why it's best to
| use this on the mage.
O---------------------------------------------------+
+----------------{ Bubbles (water 3 + 1/2/3) }---------------+
|
|
| Traps a unit in a bubble, immobilizing it and rendering it unable
| to attack. Good homing and long range, it is a good way to get a mage
| hiding in a crystal or right around a corner by 'boomeranging' it around
| with the homing. Also good for temporarily immoblizing other units. The
| bubble breaks when dealt any damage whatsoever, so make the breaking hit
| count.
|
+--------+
|Counters|
++-------+
|
| Wind 3 + water 1. If you're in a group and want to make absolutely sure,
| you can use water 2 or 3 instead and deal one damage to your whole group.
O------------------------------------------------------------+
+--------{ Invisiblity (light 3 + 2 + 1; 1 + 2 + 3 for group }--------+
|
|
| Makes the unit(s) invisible to the opponent, after a breif and visible
| double-pillar surrounds the unit(s). Very useful for stealth.
|
+--------+
|Counters|
++-------+
|
| Make sure to be defensive. You can tap randomly around where they might be,
| and see if you select an enemy unit. Or, if there is only one you can make
| a circle. Dragons and Gods can be used to find the general location, but the
| lag poses a threat.
O-+
+-----------------------+
| |
| +-------------------+ |
| |Team Setup [nteam] | |
| +-------------------+ |
| |
+-----------------------+
There are a few basics to team - building. They all assume you're going up
against a skilled foe.
1. Do not have a large elemental unbalance. Try not to have a single element
team, the exception being with normal element because they don't have a
weakness. Another exception would be with monsters with high magic
defense.
2. Avoid monsters killed easily with an area spell. Ghosts, wraiths, and green
shogs (Insane rock; need to test.) are a few good examples.
3. Keep your team centered around their purpose. Don't make a rushing team
out of dragons; they're slow and ranged (which means they can be dodged
by moving or blocked with a meatshield).
4. Avoid all-ground teams. Swamp Abyss stops them all in their tracks and
leaves them vulnerable to powerful attacks.
Example teams:
----------
(mine:)
Rune Gnomes w/ Demon Horn
Elpias w/ Dragon Scale
Runefeed w/ Angel coat
----------
Jetvern w/ demon horn or dragon scale
Shine hound w/ demon horn or dragon scale
Silfeeds or Gnomes w/ gale shoes, demon horns, or dragon scales
----------
Jetvern w/ demon horn
Runefeed w/ angel coat
Rune gnome w/ demon horn
----------
Experimental teams:
Some teams I've thought of but haven't been tested extensively.
----------
Seraphim w/ dragon scale
Jetvern w/ demon horn
Gnome w/ demon horn
----------
Cheribim w/ dragon scale
Death Fang w/ Dragon scale
Com-bat w/ dragon scale
----------
Seraphim w/ dragon scale
Shadow Hound w/ demon horn
Runefeed w/ angel coat or maybe an Acrobat w/ dragon scale
----------
+-----------------------+
| |
| +-------------------+ |
| |Strategies [nstrat]| |
| +-------------------+ |
| |
+-----------------------+
These are the strategies, starting with general and then the specialized.
--------------------------------{ General }--------------------------------
This is an all-around strategy. Nothing special, just the basic.
Capture crystals, and then confront the opponent's enemies. High Bless, Dark
Bless, Pure terror, and Peace Chant are good spells to help out. Make sure
your mage is well protected, or the opponent may rush you (see below).
Nothing too complex here. Just dueling.
Counter:
Being general, there is no specific weakness to it, just by the vagueness and
versatility of its nature. Just general right back at them. ;)
--------------------------------{ Rushing }--------------------------------
Considered cheap by some, broken, dishonorable, unfair, etc. by some this
is a common strategy on wifi. I've heard several definitions for it, but
I'll be going be "Sending your monsters after the opponent mage".
Send your monsters after the opponents mage. Use the appropriate counters
for whatever defense is there. Earth king is most common, so light 1 + earth 3
can do. Be prepared for a retreat if the rush is successfully blocked. Gather
is useful for this.
Counter:
The major downfall to this is that the monsters are all right in front of the
mage, so they're pretty much open to anything. Earth king works well as a
basic defense, but Dividers can still hit you near the edges. Dark bless
lowers attack, attack speed, and speed, so it helps as a defensive precaution
and as a way to deal more damage while they are retreating. Pure terror works
well, but watch out for light units. Swamp abyss is extremely useful if the
team is mostly ground, especially if the flying units aren't offensive, like
Runefeeds. You can also send your units in the path of the monsters, creating
a pinch in their progress, sometime stopping them nearly all together.
Addition by Bma of Gamefaqs:
"Use Fire 3(Fire 3 by itself is more effective mostly) x 3 on enemy mage....
Enemy is forced to either escape (this makes the whole rush easier IMO),
or cast something similar to light 1 earth 1. While he is reversing the effect,
rush your opponent ^^."
My Comments:
A nice combo; Water 2 will take care of the lava without taking down the walls.
Even the time for that can be used, though. Plus, most duelers stick to the
light 1 + earth 1/2/3 spells for all land restoration.
Addition by hurrikaighnkev of Gamefaqs:
"In case of obvious rushes (such as windmill plains with a team of two
runefeed and a jetvern group) or not so obvious (two dragons), it doesn't
matter. Cast Big Brawl (Dark 1 + Dark 2 + Dark 3), it makes all the units
on the field berserk. This means that the runefeed teams will be slaughtered,
and all rushes would be stopped. Of course, this doesn't last forever, just
cast it until the rush is annilated."
My Comments:
Big Brawl takes up a lot of mana and doesn't work on all the units, nor even
most of them generally. So you'll probably end up with whatever few defenses
you have because of Big Brawls mana cost, and potentially still under attack.
Also, since it's a rush the monsters will be close range for a more effective
and less costly spell. I don't recommend this, but some of you may find it
useful.
-------------------------------{ Pain Drain }--------------------------------
(Name by me; strategy claimed by Bma of Gamefaqs.) This is an interesting
strategy based around the spell Life Shine (dark 3+ 2 + 1). Requires a
special team setup.
The team must have a dragon, or a dagon with a life bracelet. Also, a fast
unit, like silfeeds or runefeeds, are needed.
Cast Earth 3 + the opposing element on the dagon/dragon from above on the
units, nearly killing it. Now send the fast monsters at the enemy mage. Cast
Life Shine on your injured unit, so that it's health will be stolen from the
enemies'. Depending on the number of units the enemy has, few hits will be
required to finish him off. Dragons are useful if the strategy fails, but
the dagons yield more HP drain.
Counter:
Protect youself from the fast monsters, however you like. See above anti rush
methods. Avoid Flood or Insane Rock, because that can easily end up killing
you after the Life Shine.
More will come as I get them... I've already got a few skeletons.
+--------------------+
| Techniques [ntech] |
+--------------------+
These are just a few thing you can do. Neither single spells nor full
strategies, they get their own section.
~ High Bless Chaining ~
Best used when you have more crystals than the opponent, you can string
together High Blesses to advance on the opponent. They will be forced to
fight at a disadvantage, or use a bless spell of their own. This is helped by
luring the opponent in, see below.
~ Luring ~
Generally used with High bless, you just abuse spellcasting time. When the
opponent is casting a spell, preferably something long like a High bless to
counter your own, you move your monsters out so as to get within the target
aqcuisition range of the enemy monsters. Then you move them away into whatever
trap you have set or planned. Until the enemy is done casting or cancels, their
monsters are running on basic AI.
~ Double-Buffing ~
You can use boosts more than once and still have an effect. You can raise your
groups attack to berserk levels by using light 2 + fire 2 twice, and still
have control over them. Note that there is a limit on the boosting, right
at double the original of the stat (exception: Magic Defense).
It took me a while to figure this out, so I figure it gets a mention.
+---------------------------------+
| |
| +-----------------------------+ |
| |Stage Considerations [nstge] | |
| +-----------------------------+ |
| |
+---------------------------------+
These are just special little things to do or consider that are stage specific.
Nothing is really strict advice wise, but you should be wary that these are
the best ways to control most the crystals of a stage and special methods
some stages allow.
~Wet Wood Forest~
By occupying control of the center, you can cast spells to kill enemy monsters
from close range while being protected by natural walls. This also makes a good
setup for informal spell duels; try to put the enemy mage to sleep and falling
sky them, or you can try using Sleep Storm and kill them with their own units,
though that usually won't work against good players. However, if a heavy -
hitting units like dragons are being used, then they can kill their mage rather
quickly.
To get control of the center, you can either teleport to the center and use
gather, or just walk around to it. If some one else gets control before you,
Move away from the little circular areas the enemy mage can go to wreak havoc
on your units. You can do unofficial mage duels using these rings however; the
walls make sleep + falling sky your best options.
Addition for rushing in Wet-wood, by Bma:
"In Wet - Wood, if you control the centre, and your opponent is stuck in
the centre.... Send your team to the corner of the map facing the enemy
crystal. Then send them at the mage. Most players don't cast their spells
until the enemy is in range. Take advantage of this by using Ice Goddess
(Dark 3 Water 3). It'll freeze the opponent ( and I think it locks down their
spell). And your rush will go in for the win. 0_0 But you have to make sure
that your monsters don't go in too fast."
~Windmill Plains~
You'll want a flying team, or at least mostly flying units. The large gap is
worth nothing against flying units, so be ready with counters for a quick
rush.
~Silverpeak Gorge~
This is a head-on stage. Move all but one unit ahead to the center to try to
capture it, and leave the other to get the crystal you start by. Concentrate
on whatever fighting occurs, but if there is a lull you can capture the corner
crystal nearest you be using fire 1 + fire 2 on the ice and sending a capturing
unit.
~Goldsand Dunes~
The buff-up glitch doesn't work here, which is a major plus. I suggest getting
a set of runefeeds or silfeeds to get the crystals around the perifery. Basic
combat here, but the sands can slow down attackers that are moved by it; they
have to run back after one or two strikes.
~Blaze Lake~
You'll want to capture the crystals at the center, so start with a move across
the lava towards them. Sure, it hurts you, but the enemy won't be close unless
they do the same thing. You can also send a capturing unit to get one or two of
the crystals in the corner. It helps if your ground units are fire element, but
your fighting will probably be on land.
The strategy Pain Drain can be particularly deadly here because you can Life
Shine while the opponent is over lava, so that they will almost certainly die.
~City of Ruin~
Capture the crystals you and your monsters start by, then cast Gather. Your
opponent may try to rush you, but that's almost no threat if you see it coming;
The monsters are away from the mage. You can Earth King and do whatever you
want until they retreat.
Past that, move towards the center to capture the crystals. Basic fighting
afterwards for the most part. You can send a unit out to capture some of the
enemy's crystals at the corners.
~Balance Temple~
Send capturing monsters to the crystals on the edges. Retrieve them, then move
towards the center to engage the foe. That's it mostly. The lack of any usable
natural walls makes this a good stage for rushes.
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
________________________
\ \
\ Spell Dueling [mduel] \
\_______________________\
~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
Duels with only the mages; no monsters are allowed. If you see a lone mage,
he or she is probably trying to spell duel. Rushing them is generally
considered low, or evil if you will.
This section will also be useful for normal combat, because every now and
then you'll probably find a foe who breaks about even with you monster-wise,
and you could be stuck one on one. Also, in stages such as Wet wood spell duels
can break out unofficially, see the [nstge] Wet wood section.
+---------------------------------------+
| |
| +-----------------------------------+ |
| |Useful Spells and Counters [nspel] | |
| +-----------------------------------+ |
| |
+---------------------------------------+
Since almost all of the useful spells for spell dueling are also good in normal
dueling, check out [lblA] of the normal spell section. Use [lblB] to get back.
Below are the additions:
+- Magic Over (light 2 + 3)
|
| Greatly raises defense and magic defense of one unit. This will raises a lv.
| 50 Isaac's magic defense to 99, the max. This will make him near impervious
| to almost all magic attacks damage wise.
|
+--------+
|Counters|
++-------+
|
| Trapping them with a bubble ice king or sleep is the best bet. From there
| You can continue trapping them until the boost wears off and finish them.
| To allow mana restoration, alternating between Ice king and bubble allows
| time after the bubble to get mana back. Also, you can cast dark 2 + light 3.
|
| Basically, waiting is the best way.
O---------------------------------------------------+
+- God Song (light 1 + 3)
|
| Heals HP over time. It can be used several times to increase the effect.
| This will make it a lot harder to kill you, but shouldn't be relied upon
| heavily. This is mostly a way of healing yourself when your opponent gets you
| in a bind.
|
+--------+
|Counters|
++-------+
|
| Just wait. Like Magic Over, trap and wait.
| Unless they've used it several times, you can just hurt them a lot too.
| Falling Sky, dances, and Death bullet are good methods.
O---------------------------------------------------+
+------------------------+
| |
| +--------------------+ |
| |Strategies [mstrat] | |
| +--------------------+ |
| |
+------------------------+
Since spell duels don't have monsters to make specific combinations for things,
I divided up spell dueling based on methods of killing.
~General~
Freeze, bubble, or sleep the opponent then kill them with a powerful spell.
Fallin sky, Death bullet, Dances, and Ice king or Fire king at close range
work well.
You can skip the debilitating part if your opponent is pre-occupied with
something else. Like lava.
It is a good idea to use Magic Over before gettign close range with the
opponent so as to make it much harder to kill you.
~Additions - Long range~
Since the only wall penetrating trapping spell would be the sleep ones, which
don't have good range, you can use longer range spells in relative safety
against some one waiting for you to get close. A good method is to use a
resistance lowering spell (light 3 + element 1/2) and/or a dark king, then
following up with a long range attack of that element. The extremely lowered
defenses to the attack should make it devastating.
~Hopeful kill spells~
Lava spells (fire 3, or fire 3*3) can be used to go for a hopeful kill. They
are easily countered, can be walked out of, but can be used to force an
opponent to cancel casting a spell. If you're lucky, they'll stand in it to
death or survive with low enough health they can easily be killed.
Also, lava can be used to make another attack on the opponent while they handle
it.
~Assassin~
Use Invisible on yourself, then move (stealthily!) towards your opponent. If
they have used Magic Over, you'll have to go for a Dance kill, trap them, or
retreat. Since you can tap arond to find an invisible person, beware that
your opponent can get a general idea of where you are.
+---------------------------------+
| |
| +-----------------------------+ |
| |Stage Considerations [mstge] | |
| +-----------------------------+ |
| |
+---------------------------------+
Just stuff to know when spell dueling in a stage...
~Wet Wood~
This stage can result in a merry goround capturing the crystals; that
doesn't get you anywhere, so try to avoid it. The walls make teleportation
spells useful retreat methods, and make using bubbles' homing lock on abilities
useful; You can aim through a corrider so that the bubble locks on and turns
towards your opponent, capturign them.
~Windmill Plainds~
Very open, so always be ready to counter whatever comes your way. Likewise,
you can use the open space to get your opponent at your mercy early.
~Silverpeak Gorge~
Straightforward; You can start by boosting speed or use Magic Over while
capturing your corner crystal, then confront the foe at the center.
~Blaze Lake~
Move towards the center to get crystals. If your foe does the same, then
battle. You can make use of the lava by using wind spells to blow your foe
into the pools, if applicable.
~City of Ruin~
It's hard to get any sort of good method... Depends on whether you and your
foe become absorbed with crystal capturing or go for the kill.
~Balance temple~
It's best to get the corner crystal you start by, and move towards the center.
Or, you can just go for the center one.
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__________________
\ \
\ Glitches [gltch]\
\_________________\
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There are several glitches, unfortunately.
~The Buff-Up Glitch~
Done by: Casting light 1 + dark 3 on stat altered units
Effect: Makes the stat changes last until something else alters them again
Counter: Lower the buffed stats; Dark bless works for everything on multiple
monsters, so it's the suggested method. Also, this glitch won't work in
Goldsand Dunes for some reason.
Easily executed and irritating, the buff-up glitch is the most commonly abused
glitch on wifi. It's uncommon, fortunately. Dark Bless works effectively as a
counter, but dark king can be used if only one unit is glitched. Also, you can
try to charm the buffed unit with sleep storm, though this is only really
useful in wetwood. Still, it's funny watching a glitcher undone by his own
cheating.
~The Berserk Glitch (found by: MS_Gl!tch)~
Done by: Berserking monsters twice, with overlap
Effect: After the first berserk wears off, the second will still be in effect,
but you will still be able to control the units.
Counter: Bide time. The berserk spells take a lot of mana, so you can also High
Bless and strike while your opponent is waiting.
Totally unseen on wifi in my experiences, this glitch can be nasty. The best
ways to counter are to wait for it to wear off, or attack while the opponent is
waiting.
~The Wall Glitch~
Done by: Having your opponent and you cast two spells (one of which a wall) at
the exact same time.
Effect: This will make the wall make an error noise, and not work. In its
place will be whatever other spell was casted, usually insivible.
Counter: Recast the wall, and/or avoid where the wall should have been if the
spell was dangerous.
Example- I use a bubble, my opponent uses a wall at the same time. I bubble
him because his wall didn't work, but as I approach a bubble comes out of
nowhere and traps me. I figure this'll clear it up a bit.
Since it is very hard to do reliably, this glitch can't be abused well at all.
~Draw Glitch~
Done by: Disconnecting as the "Start" screen of the duel pops up.
Effect: The game counts it as a Time up draw, and the opponent can lose points.
Counter: Disconnect too.
Doesn't benefit the glitcher, so it's uncommon. It happened to me once, so
still be wary.
~Pacify Glitch~
Done by: Using Peace Song on a unit. It depends on the position of the unit
as to whether or not the glitch kicks in.
Effect: The affected unit(s) will be petrified and no longer attack or move
until Peace Song wears off.
Counter: Light 1 + wind 3 unglitches them, but does not undo Peace Song.
Watch out for this; it can be irritating. Most of the time it's honest to
goodeness mistaken I think.
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______________________
\ \
\ Legal Stuff [legal] \
\_____________________\
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Copyright 2006 Owen Cox
Lost Magic and it's components are the property of Ubisoft and Taito,
licensed by Nintendo.
This FAQ can be hosted be Gamefaqs, and no other site without my permission.
~Thanks to~
BigMara, Fl1pm0nk3y, Bma, Gus, and all the other LM players that helped me get
to the skill level I'm at today.
Everyone who contributed to the faq, noted in their particular section.
Thus far:
Bma
hurrikaighnkev
Ubisoft, Taito, and everyone who helped make Lost Magic, which I consider
the best wifi game yet.
CjayC for hosting my faq and all the others that have helped me and others over
the years.
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________________________
\ \
\ Contacting Me [cntct] \
\_______________________\
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I frequent the Lost Magic board here at Gamefaqs, so you'll find me there.
If you have something you that renders the message board unfavorable, then
e-mail me at Owenacox@hotmail.com
Please, no hatemail or spam.
If you see any spelling or grammar errors, feel free to tell me. I was tired
through most of the creation.